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Messages - Draxis

#1
Will do. Also, I have disabled auto popup, but it throws that error every few seconds and then pauses time. I've mashed the time forward key and see the error count get up to the hundreds. Not sure what's causing it.
#2
Hey, I've been playing and the mod pack is great, the seeds stuff really makes it difficult, but I'm glad I stuck with my current playthrough. Randy sent 72 manhunter rabbits in the beginning leading to the loss of all my three starting colonists, but others have helped us pull through. That said, I'm getting a weird error (log below) which pauses the game every few seconds. Not sure how to fix it and would appreciate some help since the game is unplayable right now.

Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Combat_Realism.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
#3
Outdated / Re: [A16] Camping Stuff v0.2.3
January 18, 2017, 07:22:30 PM
This is an excellent mod and I'm really enjoying it. I was about to start a nomad play through, but I had a few ideas which hopefully would be simple to implement and really add to the whole mobile lifestyle. If possible, would you consider adding the following? My idea was to have as much of a base which easily picked up and moved to support a nomadic lifestyle. You would need pack animals to move things since the bigger tents would be very heavy, but it would provide an incentive to really base things around pack animals and keep moving. Keep up the great work!


  • Big tent with no internal walls (so we can have larger internal rooms)
  • Buildable fabric / leather walls (so we can join a few tents together)
  • Cot and chairs made of fabric / leather and wood / steel (a light weight furniture with more building requirements which can easily be packed and moved
  • Yurt / long tent (basically a massive tent which is heavy, but intended for semi-permanent habitation)
#4
General Discussion / Re: Vehicles?
January 18, 2017, 03:52:45 AM
It's dated, but the mod in the link below had a pretty good take on vehicles and hauling. I'd love to see something similar work its way into vanilla, especially for a nomadic play through.

https://ludeon.com/forums/index.php?topic=12282.0
#5
I'm enjoying this immensely, really makes for more emergent gameplay. Has anyone tried a nomadic play through with CR? I want to give it a go, but I am afraid of running out of ammo or being limited to bows and arrows.

I guess I would need to rush machining so I can produce ammo, but was curious to see if you could do a play-through without setting up a manufacturing base and either trading or raiding for supplies.
#6
Just as a heads up, the increased density mod also creates tons of random rivers and lakes - the end result is often getting completely useless maps. I ended up disabling the mod and would recommend you take a look at whether it should be in by default. Perhaps a version which doesn't tweak map spawns quite so much would be a better choice, but I couldn't even start a new game with it on due to the maps I was getting.
#7
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 14, 2017, 10:19:17 PM
Yup, just got it working! I was surprised how little it takes to offset the atrophy, but I guess that makes sense given how quickly it appears. Now to slowly expand to nuclear power; I found a RTG on the Curiosity probe and it's been a total life saver.
#8
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 14, 2017, 08:17:52 PM
This is an excellent mod and I'm having a ton of fun with it. One question though: how do I deal with muscle atrophy? My guys are mining all day, so I'd figure they're getting exercise, but all of a sudden they have -45% movement and -45% manipulation. I'm on day 47 so that's less than a year and already 2 of my three colonists seem to be fairly useless.
#9
Quote from: jecrell on January 02, 2017, 10:46:18 PM

Oh well it's not too hard. Is there already a steam-power mod of some kind? Any kind of steam powered furnace using coal? I can make a patch.

Sorry for the incoming wall of text, but spent some time thinking and figured I'd share. My idea was to put together a list of things I thought could be altered or updated to help create a unique time period feel. This would be more of an overhaul I guess. Here is the link to the coal mod( https://ludeon.com/forums/index.php?topic=26492.0)


Keep up all the good work and I just wanted to share my thought and hope it's helpful!


Graphics Updates (New sprites for existing things)
-New windmill
-Capacitor
-Sun lamp (maybe something like the Dwemer sphere from Blackreach in skyrim)
-Heater (replace with a radiator?)
-Medical bed

Big Changes to Existing:
-Remove solar power - keeping with the times, we can only use combustion generators, windmills and maybe geothermals (perhaps show this as a steam engine?)
-Remove time inappropriate factions, items and weapons - no crafting of anything beyond a WWI time frame. Electricity is fine, but automatic weapons and energy weapons are not. Basically no automatic firearms other than emplaced guns

New Additions
-Machine gun (Maybe a Maxim gun? The idea here is that you're not going to be building anything more complicated than revolvers, repeaters or bolt actions so these are your heavy hitters)
-Wooden barriers / barbed wire - since we won't have many automatic weapons, this would even the odds defensively (from Medieval mod or Combat realism)
-Braziers - outdoor power which doesn't require wax, but takes wood or coal (from the Medieval Mod)
-Changing cabinet for cult
-Gas powered wall sconces / chandelier - simply an electric version of the wax-powered ones in your industrial pack so that we can make the transition
-Coal and quarries - the idea here is that you can mine this and use it to power things instead of burning wood. It'll be the main power source aside from windmills and geo/steam power. Introducing a quarry would let the player mine a steady source of it so that they can survive on biomes without the ability to grow wood or if there are no mountains. (BlackFuel is the coal mod: https://ludeon.com/forums/index.php?topic=26492.0  For the quarry: https://ludeon.com/forums/index.php?topic=13400.0)
-Better food storage - right now we have to use pemmican to store food if we don't have power. To make this work a bit better, perhaps add new food items which store longer? The Medieval Mod had a meat smoker which could provide inspiration. Another idea is a new food time called "Hardtack" which was what old militaries used while on campaign. It could be made from only vegetables, but could give a negative moodlet to counter? Maybe have a "preserved meal" which is a combination of smoked meat and hardtack which wouldn't cause the debuff? (https://en.wikipedia.org/wiki/Hardtack)
-Good religion - perhaps a more benevolent version of the cult which has no sacrificing of humans, but also only provides protective spells such as calling for rain, increasing heal rates, preventing / curing disease etc. Could also provide a buff against cosmic monsters
-Change tribals to villagers armed with pitchforks and improvised tools
-Bear traps - feels like it would fit well in the time
-Gas overhaul - As an alternative to electricity, you could try to take some of the code from the Redist heat mod in terms of how they did pipes and say that it's carrying gas. This could then drive gas-powered items in the base. Not quite sure if I like this idea since it could get complicated, but just wanted to share
#10
I get that and that makes it somewhat worth it, but a power generator usually costs a few and a battery is another two. You could run a dozen standing lamps off a solar panel normally. Also, you still need power generator to run your fridges which make it a bit of a moot point.

My main point is that there doesn't seem to be a reason to use it if we already need a ton of power. Maybe increase the size of the fridges to 75 and allow food? My vision is to combine this with the coal mod, BlackFuel and a quarry mod so that you're burning coal for power and outside lights are either the gas lamps or the braziers from the medieval mod. Just some food for thought and a few suggestions from me. Great work and I'm excited to see how this develops!
#11
I'm inclined to agree with this. I ran into the problem of needing to keep food fresh, but three components for a single fridge is tough to stomach. You also can't store other stuff in fridges this way so I ended up having to use a cooler and eventually creating a sun lamp room to store food. I guess you could do pemmican, but that doesn't feel very Victorian England like. Maybe the solution is to increase the stack size on the fridges? Also, 3 components for the street lamps also feels pretty punitive.

I saw someone combine this with the medieval pack which was an interesting idea. I may give that a try later. Also, if you get the robe changing room idea to work, that'd be great! I can't get robes to work with the outfit manager so it'd be very helpful to swap automatically as needed. Keep up the great work!
#12
I have been playing on Cassandra Rough and it's been good thus far. My only complaint is that I feel that trade ships could come more frequently. I started a new game because I thought it was broken at some point. The ships were still pretty rare and then became more common once I passed my first winter. Not sure if that's intentional or not, just wanted to flag it. All in all, the update's looking great!
#13
General Discussion / Re: How's the Animal army going?
October 24, 2015, 03:49:58 PM
Chickens are fine if treated right. I started with two using prepare carefully and got up to around 50 odd hens near the end. You have to plant a massive field of hay and just let them graze there. I had around half of my base as a grazing grounds, but coupled with three sunlamps and hydroponics gave me enough eggs to have lavish meals for 12 colonists and a few prisoners every day.
#14
Hey, great mod and just wanted to thank you for it. I like the minimalist designs of the heaters and coolers as well as the utility of the ducts. I just had a question on how you design your duct network. I have 11 bedrooms attached to smart outlets which are then linked to a room with three industrial heaters and several intakes. That said, I find that I can't reliably heat the farthest bedrooms with ducts (maybe because the hot air has already gone into the other rooms?). Do I need to just increase the heat of the support room to something stupidly hot and that will force it to work? I have trouble getting that room above 120 degrees even with multiple industrial heaters so I would appreciate some input, thanks!
#15
I can't help but find it funny that your "Glorious Leader" isn't the social one! Now as a follow up, what do you guys tend to do for early defenses? I have been trying to move away from the kill box, but at the same time, I find that I lose a lot of colonists to what appear to be really lucky shots and it's frustrating at times.

I would like to play a game straight through without reloading saves, but I feel that I lose a ton of colonists for reasons which are beyond my control at times.